Thieves' Guild VII

1982 · Campaign Setting (game world)

Thieves' Guild VII

This volume presents two fantasy theft scenarios. In one, players infiltrate the smithy of the dwarf Vultar to identify and steal one of two magnificent swords, Windchime or Justiciar, while avoiding discovery. In the other, they track a traveling caravan and determine which traveler possesses the arcane Claw of Frithnath, completing the mission within ten days and keeping the theft unnoticed. The volume also expands rules for bows and lockpicking, and introduces inborn abilities that distinguish individual characters.

Complexity
2 / 5
Scenario / Adventure / ModuleSkill Based (buy or gain skills)Level Based (Earn XP and level up)Dice (Primarily d20)

Game facts (players, playing time, age, credits) from BoardGameGeek.